blob: e4666db6c008b2fd6508e64e6ef32d1d12150ec7 [file] [log] [blame]
#version 310 es
struct Mat4x4_ {
vec4 mx;
vec4 my;
vec4 mz;
vec4 mw;
};
struct ub_SceneParams {
Mat4x4_ u_Projection;
};
struct Mat4x2_ {
vec4 mx;
vec4 my;
};
struct ub_MaterialParams {
Mat4x2_ u_TexMtx[1];
vec4 u_Misc0_;
};
struct Mat4x3_ {
vec4 mx;
vec4 my;
vec4 mz;
};
struct ub_PacketParams {
Mat4x3_ u_PosMtx[32];
};
struct VertexOutput {
vec4 v_Color;
vec2 v_TexCoord;
vec4 member;
};
layout(binding = 0, std140)
uniform tint_symbol_3_1_ubo {
ub_SceneParams tint_symbol_2;
} v_1;
layout(binding = 1, std140)
uniform tint_symbol_5_1_ubo {
ub_MaterialParams tint_symbol_4;
} v_2;
layout(binding = 2, std140)
uniform tint_symbol_7_1_ubo {
ub_PacketParams tint_symbol_6;
} v_3;
vec3 a_Position1 = vec3(0.0f);
vec2 a_UV1 = vec2(0.0f);
vec4 a_Color1 = vec4(0.0f);
vec3 a_Normal1 = vec3(0.0f);
float a_PosMtxIdx1 = 0.0f;
vec4 v_Color = vec4(0.0f);
vec2 v_TexCoord = vec2(0.0f);
vec4 tint_symbol = vec4(0.0f);
layout(location = 0) in vec3 tint_symbol_1_loc0_Input;
layout(location = 1) in vec2 tint_symbol_1_loc1_Input;
layout(location = 2) in vec4 tint_symbol_1_loc2_Input;
layout(location = 3) in vec3 tint_symbol_1_loc3_Input;
layout(location = 4) in float tint_symbol_1_loc4_Input;
layout(location = 0) out vec4 tint_symbol_1_loc0_Output;
layout(location = 1) out vec2 tint_symbol_1_loc1_Output;
vec4 Mul(Mat4x4_ m8, vec4 v) {
Mat4x4_ m9 = Mat4x4_(vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f));
vec4 v1 = vec4(0.0f);
m9 = m8;
v1 = v;
Mat4x4_ x_e4 = m9;
vec4 x_e6 = v1;
Mat4x4_ x_e8 = m9;
vec4 x_e10 = v1;
Mat4x4_ x_e12 = m9;
vec4 x_e14 = v1;
Mat4x4_ x_e16 = m9;
vec4 x_e18 = v1;
float v_4 = dot(x_e4.mx, x_e6);
float v_5 = dot(x_e8.my, x_e10);
float v_6 = dot(x_e12.mz, x_e14);
return vec4(v_4, v_5, v_6, dot(x_e16.mw, x_e18));
}
vec2 Mul2(Mat4x2_ m12, vec4 v4) {
Mat4x2_ m13 = Mat4x2_(vec4(0.0f), vec4(0.0f));
vec4 v5 = vec4(0.0f);
m13 = m12;
v5 = v4;
Mat4x2_ x_e4 = m13;
vec4 x_e6 = v5;
Mat4x2_ x_e8 = m13;
vec4 x_e10 = v5;
float v_7 = dot(x_e4.mx, x_e6);
return vec2(v_7, dot(x_e8.my, x_e10));
}
Mat4x4_ x_Mat4x4_(float n) {
float n1 = 0.0f;
Mat4x4_ o = Mat4x4_(vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f));
n1 = n;
float x_e4 = n1;
o.mx = vec4(x_e4, 0.0f, 0.0f, 0.0f);
float x_e11 = n1;
o.my = vec4(0.0f, x_e11, 0.0f, 0.0f);
float x_e18 = n1;
o.mz = vec4(0.0f, 0.0f, x_e18, 0.0f);
float x_e25 = n1;
o.mw = vec4(0.0f, 0.0f, 0.0f, x_e25);
Mat4x4_ x_e27 = o;
return x_e27;
}
Mat4x4_ x_Mat4x4_1(Mat4x3_ m16) {
Mat4x3_ m17 = Mat4x3_(vec4(0.0f), vec4(0.0f), vec4(0.0f));
Mat4x4_ o1 = Mat4x4_(vec4(0.0f), vec4(0.0f), vec4(0.0f), vec4(0.0f));
m17 = m16;
Mat4x4_ x_e4 = x_Mat4x4_(1.0f);
o1 = x_e4;
Mat4x3_ x_e7 = m17;
o1.mx = x_e7.mx;
Mat4x3_ x_e10 = m17;
o1.my = x_e10.my;
Mat4x3_ x_e13 = m17;
o1.mz = x_e13.mz;
Mat4x4_ x_e15 = o1;
return x_e15;
}
int tint_f32_to_i32(float value) {
return mix(2147483647, mix((-2147483647 - 1), int(value), (value >= -2147483648.0f)), (value <= 2147483520.0f));
}
void main1() {
Mat4x3_ t_PosMtx = Mat4x3_(vec4(0.0f), vec4(0.0f), vec4(0.0f));
vec2 t_TexSpaceCoord = vec2(0.0f);
float x_e15 = a_PosMtxIdx1;
Mat4x3_ x_e18 = v_3.tint_symbol_6.u_PosMtx[tint_f32_to_i32(x_e15)];
t_PosMtx = x_e18;
Mat4x3_ x_e23 = t_PosMtx;
Mat4x4_ x_e24 = x_Mat4x4_1(x_e23);
vec3 x_e25 = a_Position1;
Mat4x3_ x_e29 = t_PosMtx;
Mat4x4_ x_e30 = x_Mat4x4_1(x_e29);
vec3 x_e31 = a_Position1;
vec4 x_e34 = Mul(x_e30, vec4(x_e31, 1.0f));
Mat4x4_ x_e35 = v_1.tint_symbol_2.u_Projection;
Mat4x3_ x_e37 = t_PosMtx;
Mat4x4_ x_e38 = x_Mat4x4_1(x_e37);
vec3 x_e39 = a_Position1;
Mat4x3_ x_e43 = t_PosMtx;
Mat4x4_ x_e44 = x_Mat4x4_1(x_e43);
vec3 x_e45 = a_Position1;
vec4 x_e48 = Mul(x_e44, vec4(x_e45, 1.0f));
vec4 x_e49 = Mul(x_e35, x_e48);
tint_symbol = x_e49;
vec4 x_e50 = a_Color1;
v_Color = x_e50;
vec4 x_e52 = v_2.tint_symbol_4.u_Misc0_;
if ((x_e52[0u] == 2.0f)) {
vec3 x_e59 = a_Normal1;
Mat4x2_ x_e64 = v_2.tint_symbol_4.u_TexMtx[0];
vec3 x_e65 = a_Normal1;
vec2 x_e68 = Mul2(x_e64, vec4(x_e65, 1.0f));
v_TexCoord = x_e68.xy;
return;
} else {
vec2 x_e73 = a_UV1;
Mat4x2_ x_e79 = v_2.tint_symbol_4.u_TexMtx[0];
vec2 x_e80 = a_UV1;
vec2 x_e84 = Mul2(x_e79, vec4(x_e80, 1.0f, 1.0f));
v_TexCoord = x_e84.xy;
return;
}
/* unreachable */
}
VertexOutput tint_symbol_1_inner(vec3 a_Position, vec2 a_UV, vec4 a_Color, vec3 a_Normal, float a_PosMtxIdx) {
a_Position1 = a_Position;
a_UV1 = a_UV;
a_Color1 = a_Color;
a_Normal1 = a_Normal;
a_PosMtxIdx1 = a_PosMtxIdx;
main1();
vec4 x_e11 = v_Color;
vec2 x_e13 = v_TexCoord;
vec4 x_e15 = tint_symbol;
return VertexOutput(x_e11, x_e13, x_e15);
}
void main() {
VertexOutput v_8 = tint_symbol_1_inner(tint_symbol_1_loc0_Input, tint_symbol_1_loc1_Input, tint_symbol_1_loc2_Input, tint_symbol_1_loc3_Input, tint_symbol_1_loc4_Input);
tint_symbol_1_loc0_Output = v_8.v_Color;
tint_symbol_1_loc1_Output = v_8.v_TexCoord;
gl_Position = v_8.member;
gl_Position[1u] = -(gl_Position.y);
gl_Position[2u] = ((2.0f * gl_Position.z) - gl_Position.w);
gl_PointSize = 1.0f;
}